Remove Balance Remove Concepts Remove Data Remove Terrain
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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.

Balance 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Moria’s descendant Angband also included ego items ( over 100 properties), but expanded the concept of randomized items even further by adding the option to activate “Randomly Generated Artifacts,” abbreviated “randarts.”

Data 52
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Garrisons 2.0

Grid Sage Games

I could save the data to revisit it later, after adjustments are made. Rampant terrain destruction is awesome, by the way ;). Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below. Some concepts: More enemies could show up?

Beta 52
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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) Naturally there’s also then the need to be able to reuse that data, which requires more supporting code. While on the subject of realism, it also makes plenty of sense you can go back to collect resources left behind earlier.

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The Depth Project

Game Design Advice

If we can describe what makes certain problems interesting in this particular way then we may learn something about “interestingness” in general, about the difference between data and meaning. A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al.

Feature 40